You have a couple shrink wrap tools in Maya that you can use (best when doing components of a model - arms, fingers, leg, foot, chest - then bridge the transitions. There is also a plugin called Wrap-It (people use this?). Maya also has quad draw which you can use on a live surface (your decimation zbrush sculpt). You can…
Vig said it perfectly, but really; this guy is just learing, and he might have not grasped some of the concepts spoken of earlier right off the bat. fortheweekend: I had a hard time taking some of the crits here on polycount when I first started (I never said anything about it though). You just have to learn to roll with…
Thanks, Psyk0. I brought the second column of vertices from the center of the nose out and down some more so the front isn't so flat. I made the nose a little wider too, and tried to make the sides of the bridge of the nose flow into the eye sockets more. Is that how you meant? I also deleted the polygons on the inside of…
Thanks, dude. The handle I made was supposed to be a sort of pistol grip, so it's about that size. Also, all of the tape was actually made with rings :o . Kinda took the easy way out as I just wanna get to the baking/texturing as those are currently my weakest skills. Now that you mention it, I could just delete one side…
Here's another update. I had to do the body over because the work flow just wasn't workin. On the main body what I did was take a plane and cut it up and move the points around until it looked like the back of the saw. I did the same thing with the front of the saw and bridged the two planes together. After that then I cut…
It's only natural to model in a set way. It's the path of least resistance and we're very good at finding it and running with it in everything we do. I tend to find that even though I start a model in a certain way (bridge of the nose then down around the mouth, build out from there) I constantly find new methods in the…
Hi we're looking to fill a Technical artist role at our studio based in central london. must have previous experience on multiple released high quality 3d projects , Vr experience is a benefit but not essential. You'll be working on award winning VR haptic medical procedure simulations. our main tools are unity ,…
Hi everyone, I'm currently in the process of creating my first scene in udk, its very early in development but I figured I may as post it and i'll have a work log as I go. Any crits or suggestions you have please let me know :) - Currently the water is just placeholder until I figure out to make my own that is much more…
Hey all, I'm trying to find a few older techniques for texture blending models into the terrain. I've been playing around with HeroEngine and having tons of fun so far, but being fairly new with environmental design I've hit a lot of roadblocks on the best ways to piece together a decent looking environment. Trying to…
Hi, I'm trying to make sense of the workflow from low poly to high poly. Basically here is one of my model: My goal is to bring this into zbrush and just trim some edges to make it looks old. My initial thought would be to UV in maya --> bring fbx into zbrush to work on it --> bake the high poly from zbrush onto the low…